stuff
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// [COMBO] {"material":"ui_editor_properties_blend_mode","combo":"BLENDMODE","type":"imageblending","default":12}
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// [COMBO] {"material":"ui_editor_properties_greyscale","combo":"GREYSCALE","type":"options","default":1}
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#include "common.h"
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#include "common_blending.h"
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varying vec4 v_TexCoord;
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varying vec4 v_TexCoordNoise;
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uniform sampler2D g_Texture0; // {"hidden":true}
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uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_noise","default":"util/noise"}
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uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"}
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uniform float g_NoiseAlpha; // {"material":"strength","label":"ui_editor_properties_strength","default":2,"range":[0.0, 5.0]}
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uniform float g_NoisePower; // {"material":"exponent","label":"ui_editor_properties_power","default":0.5,"range":[0.0, 5.0]}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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vec3 noise = texSample2D(g_Texture1, v_TexCoordNoise.xy).rgb;
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vec3 noise2 = texSample2D(g_Texture1, v_TexCoordNoise.zw).gbr;
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#if GREYSCALE
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noise = CAST3(greyscale(noise));
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noise2 = CAST3(greyscale(noise2));
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#endif
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noise = saturate(noise * noise2);
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noise = pow(noise, CAST3(g_NoisePower));
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float blend = g_NoiseAlpha;
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#if MASK
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blend *= texSample2D(g_Texture2, v_TexCoord.zw).r;
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#endif
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albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, noise, blend);
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gl_FragColor = albedo;
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}
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture0Resolution;
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#if MASK == 1
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uniform vec4 g_Texture2Resolution;
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#endif
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uniform float g_Time;
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec4 v_TexCoord;
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varying vec4 v_TexCoordNoise;
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uniform float g_NoiseScale; // {"material":"scale","label":"ui_editor_properties_scale","default":10,"range":[0.0, 20.0]}
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void main() {
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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float aspect = g_Texture0Resolution.z / g_Texture0Resolution.w;
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float t = frac(g_Time);
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v_TexCoord = a_TexCoord.xyxy;
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v_TexCoordNoise.xy = (a_TexCoord.xy + t) * g_NoiseScale;
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v_TexCoordNoise.zw = (a_TexCoord.xy - t * 2.5) * g_NoiseScale * 0.52;
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v_TexCoordNoise *= vec4(aspect, 1.0, aspect, 1.0);
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#if MASK == 1
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v_TexCoord.zw = vec2(a_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
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a_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
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#endif
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}
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